#version 450

layout(location = 0) in vec4 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in float fragDepth;

layout(location = 0) out vec4 outColor;
layout(set = 2, binding = 3) uniform sampler2D texSampler;

void main() {
    // outColor = fragColor;
    // outColor = vec4(fragTexCoord, 0.0, 1.0);
    outColor = texture(texSampler, fragTexCoord);
    // outColor = vec4(vec3(gl_FragCoord.z), 1.0);
    // outColor = vec4(vec3(fragDepth / 5.f), 1.0);
}